Page 7 of 59
Posted: Thu Jan 25, 2007 1:02 pm
by shiiv-a
*sure hopes i'm a "she" ... otherwise the kid i bore and nursed is in for a bigger surprise than me ...... *
anyways, thanks for the comments. makes a person feel good aobut trying to think up new things.
Posted: Thu Jan 25, 2007 7:50 pm
by taalismn
Ouch! That's an impressive crystalline technology!
Hmmm....wonder if it could be tweaked for psionic abilities over more practical ranges in space....I mean, interplanetary range telepathy would be VERY useful...Interstellar, even more so!
But I'd draw the line at telekinesis...being able to mentally flick switches on another starship without them being able to do anything about it is just TOO munchkin...
Posted: Thu Jan 25, 2007 8:04 pm
by shiiv-a
i think with it being a few simple organisms .. that bonded to the hull .. via a few lucky things that all compiled together means that its for a 'protective' use only. other beings COULD try that kinda thing with the Noro Psylite .. but not this crystal ... this is a living non sentient being.
it is PROTECTING its home. to go out and snoop for others? .. nope .. its home is the ship it protects it .. simple .. think of Coral. coral is alive, but is basically unaware and cannot communicate. it is the same with this stuff, sorry
Posted: Thu Jan 25, 2007 9:19 pm
by taalismn
shiiv-a wrote:i think with it being a few simple organisms .. that bonded to the hull .. via a few lucky things that all compiled together means that its for a 'protective' use only. other beings COULD try that kinda thing with the Noro Psylite .. but not this crystal ... this is a living non sentient being.
it is PROTECTING its home. to go out and snoop for others? .. nope .. its home is the ship it protects it .. simple .. think of Coral. coral is alive, but is basically unaware and cannot communicate. it is the same with this stuff, sorry
Crystal Coral? A variant of Koralytye? A planetary-dwelling beastie, or a free space lifeform?
And can we cultivate it commercially?
Posted: Thu Jan 25, 2007 11:21 pm
by shiiv-a
kinda .. nope .. sorta .. sorta .. nope just to answer you quickly taalismn
Posted: Fri Jan 26, 2007 4:40 am
by KLM
taalismn wrote:Ouch! That's an impressive crystalline technology!
Hmmm....wonder if it could be tweaked for psionic abilities over more practical ranges in space....I mean, interplanetary range telepathy would be VERY useful...Interstellar, even more so!
Why not. Just takes a matching pair of souped up psilite
communication devices, with a flavor of clairvoyance
to overcome the distance.
Not really good for transmitting large amount of data,
nor precise information (hmmm... speed reading and total recall?)
but it is realtime.
But I'd draw the line at telekinesis...being able to mentally flick switches on another starship without them being able to do anything about it is just TOO munchkin...
Err... With telekinesis you first have to see the controls to switch
them. So, it is really out of question.
But we all know the Xicitix TK gun, and a tractor beam
usually comes handy.
And of course there is the good old Telemechanics... As good
as uploading a virus into the target's computer (just remember,
in the 3 Galaxies "sensitive" equipment already protected against
such intrusion... Since Noros and Machine People (and maybe a
few Royal Kreeghor too) pulled this trick a couple of times during
history).
So... Can we open a "Psicorps R&D center" topic?
Adios
KLM
Posted: Fri Jan 26, 2007 11:22 am
by DhAkael
KLM wrote:taalismn wrote:Ouch! That's an impressive crystalline technology!
Hmmm....wonder if it could be tweaked for psionic abilities over more practical ranges in space....I mean, interplanetary range telepathy would be VERY useful...Interstellar, even more so!
Why not. Just takes a matching pair of souped up psilite
communication devices, with a flavor of clairvoyance
to overcome the distance.
Not really good for transmitting large amount of data,
nor precise information (hmmm... speed reading and total recall?)
but it is realtime.
But I'd draw the line at telekinesis...being able to mentally flick switches on another starship without them being able to do anything about it is just TOO munchkin...
Err... With telekinesis you first have to see the controls to switch
them. So, it is really out of question.
But we all know the Xicitix TK gun, and a tractor beam
usually comes handy.
And of course there is the good old Telemechanics... As good
as uploading a virus into the target's computer (just remember,
in the 3 Galaxies "sensitive" equipment already protected against
such intrusion... Since Noros and Machine People (and maybe a
few Royal Kreeghor too) pulled this trick a couple of times during
history).
So... Can we open a "Psicorps R&D center" topic?
Adios
KLM
-ahem- even though this is techinacly under the UWW R&D topic, there is a practical non-magic way to create long distnace telecomuincation.
First, the magical: Use chained 'calling' spells and a pre-set number of reciver crystals.
Calling has no practical limit in range (just number of words/level). Heck, this type could even work across dimensions, well, dimensions that have magic anyways.
Secondly, the non-magical way: Quantumm entanglement. Create two particles (photons in real-world experiments right now) at the same time. BOTH particles have the same quantuum state, and if you change the spin & charge of the elctrons on one, the twin partcles' quantumm state will change exactly and simlutaeneously. Now, hook each particle into a com-device, copy this several times (one pair per each destination) and viola; instant intersteller telegraph
More advanced applications are tele-presence and / or teleoperated machines over intersteller distances. Imagine if you will an entire squadron of fighters, remote operated from several AU's or even LY's away from the combat zone with no interfrence (except black-holes) and zero (I mean
ZERO) time lagg.
Posted: Fri Jan 26, 2007 1:18 pm
by DhAkael
Darkmax wrote:I am alright for it being here. Though it has detracted the topic quite a bit.... but it is the usual thing happening.
Not quite..the guy I was quoting did mention long distnace psioic coms... just thought I'd include 2 other forms aside from psi.
As for the crystal hull-plating; been hearing about it via MSN since it's inception, thus have no reason to comment on it 'HERE', as Shiv's already knows my view points on it
Posted: Fri Jan 26, 2007 2:19 pm
by KLM
Nice to see "evolution in progress".
Flashy ship Darkmax...
I like to write "flavor" text for runner ships,
as they begun their carreer as steatlh bombers
or long range scoutships, maybe this can be
applied here.
If you prefer, of course.
Adios
KLM
Posted: Fri Jan 26, 2007 2:39 pm
by shiiv-a
you want 'crystal' ships ... and 'diamond' ships ?
talk to Lady_Coldstrife on Digichat .. and ak her about the tech involved to get the Phrost warships ... its made from HER idea of 'dragons' .. they can create this 'dragonice' [a form of hard diamond ] and make it into ANYTHING. whole castles .. ships .. lots of stuff. even the main support of a space station. and other things like that.
that is the GM that said no tot he ship BEFORE it got imporved by the andoidial race with 500 years of tech advancementl it would be enlightening to see some onf her things on here. but .. nuff said.
Posted: Fri Jan 26, 2007 6:50 pm
by taalismn
Darkmax wrote:guys.... a improved ship design.... look under Runner. oh heck! Here's the
link!
This one is a first.... a direct upgraded model of an old vessel...
Dang! And I'm still only one-thirds done stating out the Wasp!
Well, this gives me something else to strive for!
Posted: Sat Jan 27, 2007 4:52 am
by Aramanthus
Crystal technology is cool to for you to develope. I know I'll use it for my UWW ships. Darkmax the first ship is cool! Although the second one didn't show up. I receieved an error message.
Posted: Sat Jan 27, 2007 5:32 am
by Aramanthus
That is COOL!!!!! It is AWESOME!!!
Posted: Sat Jan 27, 2007 5:47 am
by KLM
Aramanthus wrote:Crystal technology is cool to for you to develope. I know I'll use it for my UWW ships.
Actually.... I guess if this technology is not limited to the
Kankoran Foxes (-TM by Shii-va
) it would more
likely to fit the Noro (and therefore the CAF/CCW).
Mind you, while everyone knows that the UWW ships
are heavily enchanted, both the TGE and the CCW
must have some kind of magic/antimagic means.
Kinda like the CS Psi-Battalion. (OK, not THAT paranoid,
but similar in its aims).
--------------------------
But the bottom line is: the living crystal technology
IS a "restricted" one.
Adios
KLM
Posted: Sat Jan 27, 2007 7:19 am
by KLM
They ARE the best publicly, but there is at least one
race producing psi-stuff.
Not too mention Mindwerks.
All in all, we should open a CCW paranatural R&D center, and
a TGE Institue of Other Sciences.
Adios
KLM
Posted: Sat Jan 27, 2007 7:40 am
by KLM
Not really.
I mean after having a vampire outbreak or two,
plus your everyday werecritter rampaging on Utopia
planets (or Throne Worlds), funds are raised
(and heads might fall).
Also... Do not forget, that the Noros play an important
role in the CCW, and Royal Kreeghor (and Shilouettes)
are in the TGE.
All of these are heavily magic or psionic using races.
So, it is like the US not funding - say - nuclear or computer
development.
Adios
KLM
Posted: Sat Jan 27, 2007 7:53 am
by KLM
It takes only one side to start an arms race.
And there are major players, like the UWW,
the golgans and the sploogies who did enter
that race.
Adios
KLM
Posted: Sat Jan 27, 2007 11:16 am
by taalismn
The UWW's magic-enhanced ships aren't the problem...the Splugorth ships are...The UWW isn't really interested in territorial aggression beyond their own conservative borders(with a few exceptions), so the CCW doesn't really aim to see their ships as a threat...the TGE definitely DOES, what with the fact that there's an actual Kreeghor Witch class, and they've also fought the Splugorth for a while now...
CCW doctrine I figure is to throw as much firepower at the problem as possible,,or hire a specialist team of races to go in and deal with the problem...
Nice job on the Skimmer by the way; makes me think of a 3G version of the Northern Gun SkyKing hovercraft...
Posted: Sat Jan 27, 2007 12:51 pm
by KLM
Almost.
The UWW have an arms race with the Sploogs.
The TGE have an arms race with the Sploogs.
This results in the magic resources of the TGE.
The CCW _is_ threatened by the TGE and the SPloogs ->
They cannot afford not to run their own projects (heavily
based on Noro psi-tech, after all, it is "at hand").
The Golgans also have their own magic projects (The
Ultrovians).
Ssssooo...
Adios
KLM
Posted: Sat Jan 27, 2007 2:31 pm
by KLM
Darkmax wrote:This Psi-crystal thing should get its own thread.... there's too much to discuss.
Actually...
viewtopic.php?t=48605
There is one for it.
Adios
KLM
Posted: Sat Jan 27, 2007 5:41 pm
by KLM
Skimmer: ain't there a Mechanoid going by the same name?
But it looks like some suicide sled...
Flying squirrel: It looks like some rich kid will die in them
on saturday nights.
Shii-va's stuff: Well... Given all the material she wrote up, it
deserves its own topic.
Adios
KLM
Posted: Sun Jan 28, 2007 3:14 pm
by taalismn
KLM wrote:Skimmer: ain't there a Mechanoid going by the same name?
But it looks like some suicide sled...
Flying squirrel: It looks like some rich kid will die in them
on saturday nights.
Agreed...the wonders of modern material technologies that the itty bitty little central frame can survive the stresses of those hulking big engine pods...barely....This thing looks like another take on the GeeBee Racer concept...maximum engine, minimum airframe...
Posted: Mon Jan 29, 2007 5:17 am
by Aramanthus
They look very cool! I think that the flying squirel looks like something only a tinkerer might own, since he probably built it or modified it from some sort of kit. I agree with Taalismn that is looks like speedster.
Posted: Mon Jan 29, 2007 7:33 am
by KLM
Errr... The Skimmer looks like a very light assault craft.
Maybe for police tasks.
Adios
KLM
Posted: Mon Jan 29, 2007 7:56 am
by KLM
...and womp rats, too
Posted: Mon Jan 29, 2007 2:08 pm
by KLM
Well... As an antiplanetary/antistation siege platform
it is fine. And well... give it a sufficiently large range
with an area effect and make it an orbital defense
installation.
Other issues:
1, The three panels can contains reactors (explosion
control modules, to be exact)
2, The plasma ejected is controlled by magnetic fields
not just by turning the installation
3, If it is an UWW magical defense platform, it can
be a gateway to some fiery dimension... Not unlike
the death cannon of the Arcane MkII is a gateway
to a watery place.
Just my 3 virtual cents.
Adios
KLM
Posted: Mon Jan 29, 2007 10:02 pm
by taalismn
Hmmmm...fly the components into a system you want to lay seige to, find a suitable asteroid, land them, and start converting the asteroid substance into plasma material....
At extreme range ypu could create effects similar to an intense solar flare...that could be used to disrupt unshielded electronics, force civilian spacers and others with insufficient shielding to take cover, and create clouds of sensor-fouling radiation... At more powerful settings, ypu can create artificial plasma storms(save on the stating...just use the stats in the Three Galaxies dimension book for plasma storms)...very nasty and very unexpected, though not as large or long-lived as natural plasma storms...
Posted: Tue Jan 30, 2007 5:19 am
by KLM
taalismn wrote:Hmmmm...fly the components into a system you want to lay seige to, find a suitable asteroid, land them, and start converting the asteroid substance into plasma material....
At extreme range ypu could create effects similar to an intense solar flare...that could be used to disrupt unshielded electronics, force civilian spacers and others with insufficient shielding to take cover, and create clouds of sensor-fouling radiation... At more powerful settings, ypu can create artificial plasma storms(save on the stating...just use the stats in the Three Galaxies dimension book for plasma storms)...very nasty and very unexpected, though not as large or long-lived as natural plasma storms...
Kinda same thought, when I wrote this:
give it a sufficiently large range
with an area effect
--------------
As for magnetic fields I mean that a sufficiently powerfull
magnetic field can make fine adjustments in the plasma
stream.
Kinda like your fingers in the case of the garden hose.
Of course, after the water (plasma) left the hose,
it is all the toy of the (solar) wind and gravity.
Great to take out the weak elements from a fleet
(kill fighters, PA, cripple frigates).
Adios
KLM
Posted: Tue Jan 30, 2007 11:28 pm
by taalismn
For review:
WZ-HSI-155 Kryzbyn High Speed Interceptor
Let not be said that the piecemeal conglomerate that is WZTechYards isn’t innovative, but in the recently unveiled Krzybyn some in the Three Galaxies have wondered if they aren’t trying TOO hard to compete with the older established aerospace firms. The Kryzbyn HSI is an insanely well-armed single-seat fighter that was developed in response to increased orders for ships from the Free Worlds Council and their growing Fighter Corps.
Accordingly, the Kryzbyn takes much of its design from Kreeghor principles, especially the weaponry, since that is what most FWC freedom fighters(and Legionaire defectors) are most familiar with. The Kryzbyn fairly drips with high-power energy weaponry, esepcially two massive wing-mounted energy lances, and a brace of double-barreled plasma cannons. The underside is lined with ordnance mount pylon-points, and a single large centerline hardpoint allows for carriage of extra-heavy weapons pods, especially the much-talked about Cyclops ‘super cruise missile’. Finally, a dorsal mount has been fitted with a rotary grav-gun that can spew out a storm of hypervelocity projectiles, allowing the fighter pilot to ‘lead’ a target and hammer it to pieces. The Kryzbyn can thus serve equally well as a spacecraft hunter and as a fighter-bomber, making no TGE soldier safe from attack by the WZ-HSI-155.
The power demands that all this weaponry places on the Kryzbyn’s powerplant has made a Lucerin-fusion crystal powerplant a necessity; a conventional fusion powerplant of equivalent power would double the mass of the fighter, and an anti-matter powerplant would be too finicky and risky in a FWC craft that can expect to see serious hull integrity compromization in the course of a standard mission.
Interestingly enough, while the Kryzbyn mounts a CG-FTL drive system, it does NOT mount an atmosphere-capable contra-gravity system. For in-atmospheric operations, it relies purely on the high speed thrust of its propulsors and the aerodynamics of its streamlined hull. For pilots more accustomed to the safety of landing on the cushion of a CG-field, plotting a landing glide course and coming down on pure vectored thrust can be a hard transition back to the days of pre-CG flying, so not every fighterjock can comfortably pilot the Kryzbyn(though elite FWC pilots claim that this merely separates the ‘real pilots’ from the ‘sim-jockies’). Despite this incongruity in its atmospheric handling, the Kryzbyn is extremely fast in all other modes of travel.
With all the emphasis on firepower and speed, it’s not surprising that the Kryzbyn is light on physical armor, and it sports only a modest variable forcefield, with special attention to generation of a forward atmospheric friction baffle for its, of necessity, high-speed atmospheric maneuvering.
Despite the big pricetag on the Kryzbyn, the FWC seems to have acquired the entire first production run of this new fighter. Sometimes it pays to have friends with big shipyards.
Type:WZ-HSI-155 Kryzbyn
Class:High Speed Interceptor
Crew: 1
MDC/Armor by Location:
Main Body 600
Reinforced Pilot’s Compartment 200
Energy Lances(2) 250 each
Plasma Cannons(2) 80 each
Gatling Grav-Gun(1, dorsal) 100
Variable Forcefield 400 per side(2400 total)
Height: 15 ft (5m)
Width: 30 ft (10m)
Length: 45 ft(15m)
Weight: 28 tons
Cargo:Small space behind crew seating for a survival pack.
Powerplant:Advanced Lucerin-Fuelled Nuclear Fusion w/ 20 year energy life.
Speed:
(Atmosphere) Hover to Mach 4
(Sublight) Mach 17
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.7% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Limited; can move at 60 MPH and tolerate depths of 400 ft.
Bonuses: +1 Dodge, +2 Strike
Market Cost: 80 million credits
Systems of Note:
Standard Ship Systems, plus;
*Self-Destruct---It’s not talked about much, but most FWC pilots would rather go up with their ship than be taken alive by the TGE for interrogation; hence the Kryzbyn has a rather more powerful than standard self-destruct charge; 2d4x100 MD to a 100 ft blast radius.
*Sensor Jamming---- A fairly basic automated electronics warfare system suite gives a bonus of -18% to enemy Read Sensory Instrument rolls to detect the Kryzbyn, and -6 for enemy missiles to strike it.
Weapons Systems:
1) Energy Lances(2)----The two wings of the Kryzbyn mount almost perfect copies of the Kreeghor Energy Lance, long thought an exclusive technology of the TGE, and not applicable to ships with non-Kreeghor powerplants. WZ, with their FWC allies, has managed to successfully reverse engineer the technology and has mounted not one, but TWO, of these formidable laser weapons on the Kryzbyn. Only the Lucerin-crystal powerplant can feed the enormous power demands of these paired capital-ship weapons.
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400,000 miles in space)
Damage: 1d4x100 MD per blast, 2d4x100 MD for a simultaneous blast from both cannon(counts as ONE attack)
Rate of Fire: 4 times per melee per cannon
Payload: Effectively Unlimited
2) Plasma Cannons(2)----Plasma weaponry is notoriously short ranged, which is why it isn’t seen more often on spacecraft as major weapons, but WZ seems to have found somebody with the expertise to build plasma weapons with extended range. Though these paired forward-firing cannons still fall short in range compared to equivalent laser weapons, their heavy damage makes them perfect for boiling off laser-reflective armor in a dogfight, and barbequing ground targets in strafing attacks.
Range: 4,000 ft in atmosphere, 12,000 ft in space
(Kitsune Values: 2.4 miles in atmosphere, 240 miles in space)
Damage: 2d4x10 MD per blast. 4d4x10 MD per simultaneous blast
Rate of Fire: EPCHH
Payload:Effectively Unlimited
3) Rotary Four-Barrel Heavy Grav Cannon(1, centerline forward)---Mounted, almost as an afterthought, above the tail is this fearsome gatling-style grav-cannon, capable of spewing out a stream of hypervelocity heavy penetrator rounds that can punch through a hovertank’s hull or a bunker’s reinforced ceramacrete.
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 1,000 miles in space)
Damage: 4d6x10 MD per 40 rd burst
Rate of Fire: EPCHH
Payload: 200 bursts
4)Hardpoints(7)---The Kryzbyn is fitted with no less than seven hardpoints on its underside for mounting external ordnance...three smaller standard pylons under each wing, and a heavy centerline point.
Each of the standard hardpoints can accommodate ONE of the following:
a) Mini-Missile Pod----36 shot pod
b) Short Range Missile Pod----8 shot pod
c) Medium Range Missile Pod----4 shot pod
d) Long Range Missile Launcher----2 per pylon
e) Cruise Missiles---1 per hardpoint
f) Gravity Rail Gun Pod
Range:3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 3d6x10 per 20 round burst
Rate of Fire: ECHH
Payload: 3,000 rds(150 bursts)
g) Pulse Laser Pod
Range:2 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
h) Particle Beam Cannon Pod
Range::2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage:2d6x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
i) Ion Projector Pod
Range: 2.4 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 700 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
j) ECM Pod---Communications Jamming and Cloaking....Jams enemy communications(radio band) in a 5,000 mile radius in space, 50 mile radius in atmosphere, civilian band communications with 80% effectiveness, military bands with 50% effectiveness. 45% chance of confusing guided missiles(especially ‘beam riders’ or radar-guided types). A single ECP adds +15% chance of eluding sensor detection(or -15% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +10%; the field of electronic cloaking covers a 100 ft radius
k) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36 per pod
The Centerline Pylon can accommodate any of the above, as well as ONE of the following;
a) Heavy Plasma Cannon---The same weapon as carried by WZ’s StarCross interceptor
Range:in atmosphere, 165,000 ft/ 33 miles in space
(Kitsune Values: 33 miles in atmosphere, 3,300 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: 3 blasts per melee
Payload: Effectively Unlimited
b) Heavy Gravity Rail Gun Pod
Range:3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 5d6x10 per 20 round burst
Rate of Fire: ECHH
Payload: 3,000 rds(100 bursts)
c) Anti-Missile Point Defense Laser Pod---A pod mounting a swivel mini-turret and independent target acquisition/fire control, used for point-defense against enemy missiles.
Range:3 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere,1,000 miles in space)
Damage: 1d4x10 per pulse blast
Rate of Fire: Eight attacks per melee round
Payload: Effectively Unlimited
Bonuses: +4 to strike
d) *Cyclops Missile---The Cyclops Missile was developed parallel to the Kryzbyn. As if cruise missiles weren’t enough, several programs to produce a ‘super cruise missile’ with assured one-shot-one-kill capabilty against capital ships have been ongoing across the Three Galaxies; the Cyclops is one of the products of that research.
The Cyclops uses a warhead composed of degenerate stellar material jacketed in J!ng-supplied energy crystal matrix to produce a short-lived collapsar with an enhanced area of gravitational sheer beyond the central radius of near-total destruction. To increase its chances to hit, it has both an advanced targetting computer tied to a multi-spectral sensor suite, and a hypervelocity CG-drive that’s so powerful, engineers joke, and faster and the missiel would melt! It is also rumored that future marks of this projectile will feature a crystal-PPE matrix-powered forcefield penetration aide.
The Cyclops first showed up in operation with the Free Worlds Council; its primary buyer. Despite the massive price-tag(at one million credits per shot!), the FWC loves these missiles, having already scored a dozen major ship kills with Cyclops missiles. Literally and figuratively the FWC can’t get enough of these weapons...their accuracy and power endear them to the pilots who have fired the new ordnance in battle. The problem, from the FWC’s standpoint, is that they lack the means to manufacture this powerful ship-killer on their own; supplies of the missile must be smuggled, at great risk, into TGE-dominated space from WZ’s facilities elsewhere in the galaxy, so FWC forces must use their Cyclopses sparingly and only on the highest-priority(and thus most likely to be heavily defended) targets.
Range: 500 miles in atmosphere, 1,000 miles in space
(Kitsune Values: 8,000 miles in atmosphere, 4,000,000 miles in space)
Damage: 1d6x1000 MD. w/ 300 ft blast radius, and 1d6x100 MD to an additional 700 ft radius.
Rate of Fire: Single shot
Payload: One
Bonuses: +6 to strike; +7 if fired from within 10 miles of the target. Can hit a top speed of 0.99c(99% of light speed), accelerating at the obscene speed of Mach 50!
Cost: 1 million credits per missile
Posted: Tue Jan 30, 2007 11:32 pm
by taalismn
KLM wrote:3, If it is an UWW magical defense platform, it can
be a gateway to some fiery dimension... Not unlike
the death cannon of the Arcane MkII is a gateway
to a watery place.
Just my 3 virtual cents.
Adios
KLM
I don't suppose you've seen the latest Marvel Comics version of teh 'Galactus' saga, only this time they come up with a 'Grand Cannon' that works by openning up a dimensional gate to an alternate universe in its pre-Big Bang state, fires the biggest nuke warhead they can through the gate, then venting the resultant expansion shockwave through the gate for as long as possible as a giant blowtorch?
Posted: Wed Jan 31, 2007 4:13 am
by Aramanthus
Very nice starship Taalismn!
Posted: Wed Jan 31, 2007 4:17 am
by KLM
Nope, but ever since in the late 80's a high powered
AD&D party in the club opened two Gates on an
unfortunate arch-vampire (both gates opened to the
Plane of Positive Energy), the principle is around
Adios
KLM
Posted: Wed Jan 31, 2007 4:33 am
by Aramanthus
I used that on some pesky drow in one campaign I was involved in many years ago.
Posted: Wed Jan 31, 2007 4:44 am
by KLM
Hmmm...
WZ-HSI-155
How about upping its weight to like 30 tons, but
also upping its top speed to like 17M.
So it would be more proper for a high-speed
"slashing attack" interceptor (besides checking
other designs, I would say this weaponry is
just to big to be compressed into 10 tons).
It was in a computer game (Pacific Air War gold)
when I learned that having a high-speed aircraft
is more preferrable than to have a very
manouverable one.
You know, when you can disengage at will or you
can deny escape for a Zero in you P40, it is really
not a big deal to be outturned. Just do not boggle
into a dogfight - make a slashing attack, and if it
doesn't bite the dust, come back for another attack.
Having superior firepower and shields, which regenerate
over time especially helpfull in that tactic.
Adios
KLM
Posted: Wed Jan 31, 2007 3:16 pm
by KLM
Darkmax wrote:Our aim is to make our ships comparatively lightweight because our power system is extremely small. (Small but has the same, or more, power output that a regular one).
Well, checking the CAF Scorpion, that fighter weights
5700 kg. Now, the main gun is probably a GR-1000
railgun...
Which is - with ammo - is exactly 2700 kg. That means
that half of the ship is the main gun and ammo.
Plus there is a booster, a mini-missile launcher,
sensors, armor and the life support/cockpit.
Whatever left is the reactor/power system...
Now, if you halve its weight/size with the
same power output... Not much impact
overall.
Just my two cents.
I much prefer a fast craft than a slower one, but slow and maneuverable has its distinct advantage.
Depends on circumstances, of course.
But overall, I would prefer this:
http://www.vectorsite.net/avme262.html
Instead of this:
http://www.vectorsite.net/avsword.html
----
Better speed means you can decide, whether
it is a good day to die - or not.
Adios
Mandfred von KLM
Posted: Wed Jan 31, 2007 5:23 pm
by KLM
Darkmax wrote:well, it depends on the size of the ship too....
I prefer a one-kill shot!
Speed or not does not matter so long as you can bring the ship down in one shot.
Bring it down AND survive...
Adios
KLM
Posted: Wed Jan 31, 2007 6:03 pm
by KLM
Hose 'em with tracers. Spray and pray.
For you know, it keeps them away from negative
thoughts, like aiming on you. And we all know, the
one bullet which finds you is of more importance,
than the thousand you put dead on target.
Adios
KLM
Posted: Wed Jan 31, 2007 10:13 pm
by taalismn
[quote="KLM"]Hmmm...
WZ-HSI-155
How about upping its weight to like 30 tons, but
also upping its top speed to like 17M.
So it would be more proper for a high-speed
"slashing attack" interceptor (besides checking
other designs, I would say this weaponry is
just to big to be compressed into 10 tons).
Consider it done and re-edited, but I'll make it 28 tons to suit Darkmax's 'lighter' policy....
Posted: Wed Jan 31, 2007 10:17 pm
by taalismn
Darkmax wrote:Wowee! 9 more posts to 10,000.
Which promotes you to what? Monk?
Posted: Wed Jan 31, 2007 10:19 pm
by taalismn
KLM wrote:Hose 'em with tracers. Spray and pray.
For you know, it keeps them away from negative
thoughts, like aiming on you. And we all know, the
one bullet which finds you is of more importance,
than the thousand you put dead on target.
Adios
KLM
Gotta love rapid-fire weapons, especially missile volleys and gatling guns...and in space, you're essentially throwing up an artficial micrometeor storm if ypu can lead an enemy spacecraft with enough flying metal...
Posted: Thu Feb 01, 2007 4:04 am
by KLM
Whatever. Pulling behind him and fire from all guns
when the target fills not just the HUD but the front
windshield, or decloaking real close, tractor it and
shove a torpedo into its bottom...
Endless possibilities.
Adios
KLM
Posted: Thu Feb 01, 2007 8:04 am
by KLM
Famous last words:
"What is this guy thinks he is doing? That is a Harrier..."
Posted: Thu Feb 01, 2007 10:09 am
by KLM
taalismn wrote:Consider it done and re-edited, but I'll make it 28 tons to suit Darkmax's 'lighter' policy....
That is about right.
Adios
KLM
Posted: Thu Feb 01, 2007 5:33 pm
by KLM
Looks like a command/EW and maybe support version.
By support I mean field repairs and rearming (by drones
for example).
May I suggest to use the same silvery skin all over
the whole frame?
It is probably easier said than done
Adios
KLM
Posted: Thu Feb 01, 2007 5:49 pm
by KLM
....and of course some of them will be eventually surplused.
Posted: Thu Feb 01, 2007 7:26 pm
by taalismn
Or maybe those are drop-pods...great for making quick flybys and contraband drops without having to make a vulnerable landing and climb out of a gravity well....Maybe not as precise as actually manually unloading, and payment would have to be in advance, but if you're making a quick run to resupply rebels, it's not so different from how the OSS was resupplying freedom-fighters in Nazi-occupied Europe.
Posted: Fri Feb 02, 2007 3:14 am
by KLM
PA carrier, aerospace troop insertion... You name it.
On the other hand I probably made a mistake.
I mean here, on Earth you have to be a goverment
to obtain an air force (Not taling about an oldtimer
jet or two).
But in the Three Galaxies, it is more like in the age
of (Sir) Francis Drake, when an enterprising individual
can set up an expeditionary force of several warships
(which are privately owned, but are up to the standard
of any contemporary naval force).
Both NE and Phase World will sell a complete task force
(even with crew
) if you can pay.
Therefore, contrary to my previous judgement, there
is enough costumer demand so manufacturers WILL
design and market a dedicated runner/smuggler ship.
To buy one is relatively easy. At most, you have to
prove that YOUR goverment does not sanction
private ownership of such a vessel (ie. move to
Center
), but NE ain't even that "picky".
However... Trying to land in a spaceport, with a
purpose built smuggler craft...
Adios
KLM
Posted: Fri Feb 02, 2007 7:29 pm
by taalismn
And how many 'cigarette boats' pull into the harbors of Caribbean-coastal United States everyday? Boats that are virtually identical to drug-smuggling craft? High-power engines, insane speeds, high prices...but all perfectly expendable and replaceable if you make the big score....
The trick is make your smuggling craft look as close to high-end private craft as possible(if you favor flash and speed), since nobody ever went broke underestimating the minless obsession of the wealthy for brute speed and semi-legal surveillance gear tuned to listen for the authorities(police band radio scanners, fuzzbusters, etc...), sell a few hundred, most of which will end up in the hands of folks who won't ever take them out of the confines of their home solar system on a weekend...or in the employ of legit courier and cargo handling enterprises that will work the ships to bare hullmetal...then, with that cover established, sneak the ship into a little off-the-way spacedock and plug in the rest of your mods....
Posted: Sat Feb 03, 2007 2:58 pm
by taalismn
It talks quietly, but decisively...
Posted: Sun Feb 04, 2007 1:14 pm
by KLM
We live in a world, where money and power can be
converted into each other, without restriction.
Looks like, the Three Galaxies are rather similar in this
respect. (Thought not identical... ).
Adios
KLM